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Messages - Frumple

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27376
The Super Robot Wars games. All of them. I'm limiting my suggestions to that, because an actual "Decent SRPG" list would have a good few dozen entries, and that's just PSX and earlier.

A google for SRPG will get you a larger list of similar games.

27377
Other Games / Re: Terraria - 1.1 released!
« on: December 08, 2011, 09:41:09 am »
More viable... in what way? The only thing it's not really good at is taking out the hardmode bosses, right now. If you can rummage up some light discs, I imagine even that would be fairly doable.

A godly adamantine glaive, to say nothing of gungnir, two-three shots most of the hard mode enemies if you manage to double-tap with each swing. It'll drop a wyvern in 4-5 passes, usually. Melee's pretty effective.

27378
Other Games / Re: Terraria - 1.1 released!
« on: December 08, 2011, 01:47:05 am »
I know shine potions are simple to make and stuff, but I would still like an accessory that grants light.

 So bad.
The fairy bell thing seems to give out... about as much as the (now totally effing useless) orb of light used to. You, uh. Just have to kill a hardmode boss or two for it.

About the most luck I've had for light is just leaving autoclicker on while I'm toting a pwnhammer or flamarang or something along those lines. Which is bloody annoying and usually completely unfeasible in an actual fight.

So yeah, your best bet is probably just setting up a nice freaking-huge farm and getting yourself a good ol'30 stack of night owl + shine. Also, switch lighting to retro. The new stuff (and trippy) is nice, but it's considerably darker.

You used to be able to put mining helmets in vanity, or could do full molten as vanity, and they would provide light and fire trails, but that's been updated to that vanity items no longer provide special effects.
And, of course, molten armor no longer gives off any light at all, anyway :-\

E: I appreciate trying to make the game more atmospheric and pretty, but functionally it's just made it so we have to fight low-light conditions even harder than we used to. Gets in the way of things, bleh.

27379
Other Games / Re: Terraria - 1.1 released!
« on: December 08, 2011, 01:19:16 am »
Minishark was pretty crappy even against the wall, but you might get by with cursed or crystal ammo, both of which are pretty easy to make. Blaster wasn't much better, when I gave a shot at it. Flamarang+autoclicker out damaged either of them :-\

If you're going non-magic ranged to take down your first hardmode boss, you'll probably want to grind the wall until you get the clockwork AR, or go with an adamant repeater and either hellfire or unholy arrows. Maybe holy arrows, but I haven't been arsed to actually make those and see how well they do, heh.

27380
Depends on the ninja. Th'real-world stabby kind, well, you could, but they'd be better off stabbing someone that's asleep.

The mystical pseudo-magic jutsu spitters (In the strategy world, I'd probably point at ol'Ogre Battle for an example, but newer folks could wave toward stuff like Naruto.) might be at home in the battlefield. Those are closer to spec-ops or heavy assault specialists than assassination monkeys.

It would be nice to have certain (magical) professions that are more limited (read: Less versatile, less useful outside of combat) but more directly combat-capable. Spellswords, paladins, said shock-trooper ninja, stuff like that. A division, perhaps muddy, between tactical and strategic level spellspitters.

I'm terribly fond of the stuff I keep running into in Fate/stay night fanfiction, in which (simplifying, here) the difference between a combat mage and a normal one is the difference between a scientist and an engineer, theoretical knowledge vs. practical application. Someone that can do just about anything given the effort, contrasted to one that's figured out and practiced practical applications of a smaller repertoire of abilities.

Mostly, though, I just love the thought of non-worldshaking magic being very present on the battlefield. Having all that magic and not using it, in a magically active world, is like having gunpowder and piano wire and not using it for demolition and garrotes. Even non-magic users want enchanted armor and fireball wands.

Edit: Though that rambling did lead me to a question: Will your army composition effect itself? If you've got a bunch of magi, will the bog-standard soldiers start picking up cantrips and minorly enchanted kit? If magi and normal soldiers don't get along, what about if you've got some kind of inbetween, say the above mentioned spellswords (fighter/mage types)? Will a sizable number of clerics/paladin types start converting the rest of your army? More maliciously, will an army with a heavy dose of necro/biomancers have the rank and file start occasionally getting an odd mutation and a morale penalty (/intelligence loss and increase in loyalty, for a smaller penalty to a larger number of fellow soldiers :P)?

27381
Other Games / Re: Terraria - 1.1 released!
« on: December 07, 2011, 07:10:00 pm »
The only problem with that theory being that the hallow doesn't actually destroy the corruption... at all. In fact, the corruption mobs are the only ones capable of overriding their opposed biome. All the hallow can do is consume the previously unspoiled terrain, then sidle up to the corruption and sit there, waving happily.

27382
Other Games / Re: Terraria - 1.1 released!
« on: December 07, 2011, 02:14:32 pm »
The creatures, no. The biome itself (the grass, etc.) spreads just fine.

27383
Other Games / Re: Terraria - 1.1 released!
« on: December 07, 2011, 02:03:11 pm »
Ehn... if the wall had anything at all to do with the hallow, then you'd either be unable to use hallowed seeds and holy water prewall, or the hallow biome wouldn't spread, which isn't the case.

I'd say it'd be pretty hard to see the wall of flesh as anything approaching good, though. It's either a soul eater or a prison for souls, as killing it releases the souls of light and darkness into the world again. Indicating that post-wall is probably the natural state of the world, or at least closer to natural.

The wall's definitely connected to the corruption, though. The demon altars can't be uprooted before the wall dies.

My real question, though, is if players dying in the underground hallow or corruption can spawn a soul of light/night. If not, it's a really strong indicator that the player has no soul :P Especially if NPC deaths down there can drop 'em. Of course, if the npcs don't drop souls either, well. It'd say something interesting about the humans in the game, especially as th'undead are apparently souled.

27384
Other Games / Re: Terraria - 1.1 released!
« on: December 06, 2011, 10:12:30 pm »
Does? You mean... dies? No, once you've freed them once, they keep coming back.

As for wyverns, well. Sky islands have a really good chance of getting them to spawn. So does making a doublejump off a decent sized hill, some days.

That said, there's nothing stopping them from coming to visit you on the surface, they just seem somewhat discouraged if you're on the ground. You'll eventually have one stop by to rape you sideways for tea and cake regardless of how low you stay, so long as you're not actively underground. They seem to prefer showing up at night.

And yeah, with spectre boots + cloud in a balloon and wings, you can make a standing jump from the larger hills to the world's roof on a small map.

27385
Other Games / Re: Terraria - 1.1 released!
« on: December 06, 2011, 06:49:57 pm »
But in caves where you can be on small ledges and cramped spaces and caves surrounding you and they can teleport into you without warning, they are a problem. And what do you mean they can't run into you? They can teleport into you. They can always reach you barring AI silliness.

They can't teleport for a short period of time after you hit them, generally long enough to hit them again. You can lock them down and murder them pretty easily that way, so long as you don't knock them off a cliff or somethin'. Pinning them against a wall works very, very, well. They seem relatively light, so it doesn't take much knockback to keep them off of you.

As for small ledges, well. Grapple the ceiling, or up the wall a bit, then stab them with a spear until they stop moving :P Taking to the roof is also a pretty good idea for when you need to thin out the bats before dealing with the elementals. You can also knock 'em back long enough to expand whatever ledge you're on a bit, so you've got enough space for knockback to keep th'buggers off of you.

27386
Other Games / Re: Terraria - 1.1 released!
« on: December 06, 2011, 06:04:20 pm »
Dude the worms would be so awesome. It'd be a nightmare for base security though, if we accept there's multiple kinds of worms.
If they can prevent spawning near a sufficient concentration of NPCs, I imagine they can direct the AI to keep out of a particular radius of th'critters, too.

I guess I'm just hoping (and, iirc, it's been said that it'll come, eventually) there was more interaction between the corruption and the hallow. I could totally see a message along the lines of "A murder of corruptors pass overhead!" as 15-20 of the buggers launch a corruption attack on the hallow. Laser snails laying down anti-air fire in response while sprites valiantly attempt to catch corruption spit with their bodies. Occasionally, a squad of chaos elementals would tag along with a group of those hallow worms, attempting to exorcise the corruption from below. Groups of mixed equipment skeletons below ground and clown-escorted armors above would fight hallow/corruption mobs at the edges of the unchanged lands, holding off the spread. Stuff to make the post-wall world live, not just react to your presence. The future, I guess...

Anyway, re: chaos elementals. They're really easy to lock down with a sword or spear, and harmless if they can't actually run into you. I find them less annoying than skeleton archers or illuminat bats, honestly, plus they're more mechanically interesting. Which is nice :P

27387
Other Games / Re: Terraria - 1.1 released!
« on: December 06, 2011, 05:49:56 pm »
Because I got to admit, floating above enemies with wings and killing them with impunity sounds like the most boring thing ever, once you get over the fact you have wings.
Suddenly, wyverns. And harpies frakking everywhere.

I do kinda' wish there were more "trap" monsters like that; ones that would show up in response to particular behavior patterns. Walls that lash out when you grapple them, stuff that actively seeks out (and devours) orbs of light/those-sprite-things, along those lines. Mimics are a good step in that direction, I guess, as is the way wyverns (usually) spawn.

Insofar as re: Hardmode difficulty goes... most of it's the "weaker" (or perhaps lazier) difficulty, if you want to call it that. Just dialing up damage/armor, which isn't very interesting. Some of it actually introduces new challenges (laser snails, chaos elementals, clingers, wyverns), but with few exceptions are easily countered. Hard mode is, by and large, not more terribly more difficult, you just have to be a little more active in how you play. Which is to say you can't just laugh and walk through everything with top tier armor and come out completely undamaged, like you can pre-wall.

But when they have the Dryad egging you on to cleanse corruption, it sure feels like there's a point to it all. Which makes the 9,000 or so tiles of corruption in just a small world seem like it was planned to keep us busy. Like if your baron in DF mandated you mine out 1,000 microline for their pleasure.
We totally need buyable/craftable corruption-eating pets. Hallow spreading non-hostile worms. Plenty of HP, but low damage and somewhat slow, that go out and do the busywork for you. Something along those lines.

27388
Other Games / Re: Terraria - 1.1 released!
« on: December 06, 2011, 12:39:24 pm »
Depends. If it's two blocks wide, no. Three or more, yes.

Major caveat, specifically when dealing with corruption -- the corruptors' (upgraded spitting soul eaters) ranged attack spreads corruption wherever it hits, apparently. I've had sky islands end up corrupted because of that, so be careful if you've got corruption right up to your break. One wrong spawn and a dodged spitball, especially if you don't notice it flying off into your base, can send the whole thing to purple hell.

Haven't noticed any hallow equivalent to this, fortunately. Might be wise to preemptively hallow up the edges, just to prevent it from happening.

27389
Other Games / Re: Terraria - 1.1 released!
« on: December 05, 2011, 09:47:29 pm »
This is why I haven't made the plunge to hard mode yet. I fact, I think I'm going to need to increase the size of my buffer zones around my base. Dungeon brick is still pretty much uncorruptable/unhallowable, right?

Pretty much all the brick will remain untouched, from what I've seen, not just dungeon brick. Wood, too.

Most of the stuff in hardmode (at leas ton the surface) is fairly benign if you can stick it behind a wall (though possessed armors will open doors -- the old platform-on-inside-of-door trick fixes that.)... with two notable exceptions. That being the wraiths, which go through walls but are fairly easy to kill (slow, no ranged attack, about average HP for a hardmode critter), and wyverns.

Wyverns are a bitch if you don't have room to maneuver, though they're fairly easy to deal with if you can move around a bit. They noclip too, except they're huge (About the size of a world feeder, which is to say larger than a devourer), fast, hit like a brick, and have 4k hp. Think flying world feeder. Wyverns generally only spawn if you go up a bit, around sky island level, but sometimes they make an exception.

Hey can someone be a real pal and write a very condensed "To Do List" that vaguely outlines all of the stuff one must do to get at the new content?  My friend's gonna be putting his server up tonight and we wanna start from scratch and get back to 'being done' as quickly as possible, without having to check a wiki to see what we need to do next.

So basically just say where we should be looking for the next 'thing' rather than describing what the 'thing' is.

1. Go to Hell.
2. Fry an annoyance by demon-obtained proxy.
3. Shit yourself and die.
4. Come back prepared, kill thingy.
5. Get happy message, go to surface, get raped by laser snails and unicorns.
6. Talk to guide, realize you need to go smash an old fangy friend that you once couldn't smash.
7. Harvest the insuing gifts, make weapons/armor, use crafting help to figure out what to get.
8. Reach the point you can start summoning the hardmode bosses.
9. Summon one.
10. Shit yourself and die.
11. ???
12. Profit.

Some reactions may not be as extreme as described, but they give the gist of it.

27390
Other Games / Re: Terraria - 1.1 released!
« on: December 04, 2011, 12:31:13 pm »
Unicorns and th'mfooken laser snails. Unicorns actually aren't that bad, providing they don't land on you. The laser snails, though... those are a bitch.

Honestly, hallow at night is worse than corruption at night. Th'day, though... hallow's more peaceful. Just sprites, which are non-issues, and unicorns. No snails. Corruption still has corruptors and world feeders during the day. No grippers though, at least on the surface.

But yeah. Load up whatever part of the map you're fond of with npcs to stop stuff from spawning and let the rest of the place go straight to hell.

E: As for stopping the corruption... best bet I could think of would be to hallow up a world before you kill the wall, probably via imported holy water. Once th'wall's killed, go back in with more water and clean up whatever patches of corruption pop up. Assuming the unicorns don't sodomize you in the process.

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